Moving beyond "just tell me what to code": inducting tertiary ICT students into research methods with aboriginal participants via games design

Dianna Hardy, Elizabeth Forest, Zoe McIntosh, Trina S. Myers, J. Gertz
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引用次数: 7

Abstract

Many Aboriginal languages are becoming extinct due to lack of fluent speakers. Computer games offer a way to help teach these languages in a fun and engaging way. However, computer games like all technology objects are based in the culture of their creators. In this paper we describe a project where we co-designed a language application for mobile phones with the Gugu Badhun, an Aboriginal community from north Queensland Australia. The participatory action research process allowed our Aboriginal partners to embed their own culture in the games, leading to a product that supported their goals and aspirations for language renewal. This collaboration has not only provided a way to sustain their language, but also added capacity to their community in ICT development. This paper contributes to HCI literature by delineating a respectful approach to collaborating with Aboriginal participants.
超越“告诉我该写什么代码”:通过游戏设计引导大专ICT学生与土著参与者一起研究方法
由于缺乏流利的使用者,许多土著语言正在灭绝。电脑游戏提供了一种以有趣和吸引人的方式来帮助教授这些语言的方法。然而,电脑游戏和所有科技产品一样,都是基于其创造者的文化。在这篇论文中,我们描述了一个项目,我们与Gugu Badhun共同设计了一个手机语言应用程序,Gugu Badhun是澳大利亚昆士兰北部的一个土著社区。参与式行动研究过程让我们的土著合作伙伴能够将自己的文化融入游戏中,从而创造出一款能够支持他们的目标和语言更新愿望的产品。这种合作不仅为他们的语言提供了一种维持的方式,而且还增加了他们社区在ICT发展方面的能力。本文通过描述与土著参与者合作的尊重方法,为HCI文献做出了贡献。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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